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Thread: Di-Mart Guns mod beta 0.10 now available

  1. #1

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    The Di-Mart Guns mod is now available for download at my webpage for anyone who is interested.

    Note that I make no claims that there are not any bugs
    in this installation as it is currently beta. It is a very hugh script over 60 pages long and somewhat complex so be very careful if you try to modify it in any way.

    And also I would really appreciate it if those hosting servers would please send me any debug details from your server if there is a bug so I can have an idea of where to find a solution.

    http://www2.swau.edu/~rmcnew/f_quest/




  2. #2
    Lesser Wizard
    Join Date
    Sep 2002
    Location
    Chelmsford, MA, USA
    Posts
    224

    Default

    I briefly glanced at the code. Seth, you ought to look at the work that went into this mod. It argues very strongly for:

    * better support in the scripting language for first class
    functions with parameters. Avoid the mess of cut'n'paste
    * support for arrays
    * some kind of namespace for global module variables
    * some kind of sane installation procedure that doesn't require
    an in-depth understanding of how FQ works

    I take my hat off to you, Reuben. Your brute-force attack on FQ seems to have paid off. Your mod seems to fully excercise all the options that the FQ Scripting engine provides, including a new player maintenance bit. You should probably mention in the readme that only FQ v0.95 and above is supported since early versions did not implement maint_player.c.

    Now, will someone please modify this mod to make it into an episode of buffy the vampire slayer?

  3. #3

    Default

    Quote Originally Posted by [b
    Quote[/b] (jjohn @ Jan. 02 2004,7:59)]I briefly glanced at the code.  Seth, you ought to look at the work that went into this mod.  It argues very strongly for:

     * better support in the scripting language for first class
        functions with parameters.  Avoid the mess of cut'n'paste  
     * support for arrays
     * some kind of namespace for global module variables
     * some kind of sane installation procedure that doesn't require
        an in-depth understanding of how FQ works
     
    I take my hat off to you, Reuben.  Your brute-force attack on FQ seems to have paid off.  Your mod seems to fully excercise all the options that the FQ Scripting engine provides, including a new player maintenance bit.  
    Now, will someone please modify this mod to make it into an episode of buffy the vampire slayer?
    Quote Originally Posted by [b
    Quote[/b] ]You should probably mention in the readme that only FQ v0.95 and above is supported since early versions did not implement maint_player.c.
    I did actually, funny you should mention that....
    I didn't even know that maint_player.c wasn't included in the earlier distributions.

    I sort of felt the same way about the code. When I looked at the documentation the first thing that came to my mind was "That's it."

    But I guess I got something worthwhile out of it.

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